Cecil Harvey (Dissidia 012) and Bartz Klauser (Dissidia 012): Difference between pages

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(adjusted job atk and def values)
 
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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
 
https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-bartz.png
{{CharacterInfo
{{CharacterInfo
|name=Bartz Klauser
|origin=Final Fantasy V
|weapon=All
|armor=All
|atk=110 (Average)
|def=111 (Average)
|runspeed=6 (Average / Good)
|dash=77F (Average / Good)
|fall=89F (Below Average)
|fallr=39F (Average)
|exclusives=Chocoblade, Dayspring, Dorgann's Blade
}}


|name=Cecil Harvey (セシル・ハーヴィ)
== Overview ==
|origin=Final Fantasy IV
Bartz Klauser is the carefree protagonist of Final Fantasy V. In Dissidia 012, he is representing the Mime Class from his original game. This is evident in the fact that is moveset is borrowed from other Warriors of Cosmos.
|weapon=Axes, Greatswords, Swords
|armor=Gauntlets, Heavy Armor, Helms, Light Armor, Shields
|atk=109 (Low / +2 as Dark Knight, High)
|def=111 (Average / +2 as Paladin, Very High)
|runspeed= 9 (Dark Knight, Slow) / 5 (Paladin, Above Average)


|dash=81 (Dark Knight, Below Average) / 77 (Paladin, Average / Good)
{{ProConTable
|pros=
* '''Solid ground game''', with fast pokes and HPs that can cover good space above him
* '''Can utilize the boosts''' gained from his copied moves to run creative builds
|cons=
* '''Aerial game''', while average on it's own, is often outclassed by many other characters
* '''Lackluster pokes.''' Slow, punishable air pokes makes it more difficult to generate assist meter safely
* '''Weak zoning'''. Holy, while deals heavy damage alongside a great BRV to HP Link, can easily backfire due to it's Ranged Low priority
* '''Weak EX Force Generation'''
}}


|fall=81 (Dark Knight, Average) / 89 (Paladin, Below Average)
== Moveset Data ==
 
info here
|fallr=39 (Dark Knight, Average) / 40 (Paladin, Average)
 
|exclusives=Dark Sword, Mythgraven Blade, Lustrous Sword, Lightbringer, Cimmerian Edge


== Bravery Attacks ==
=== Ground ===
<tabber>
|-|Blade Crash=
{{AbilityInfo
|damage=8, 7, 6, 1 x 4, 15 (40)
|startup=23
|type=Physical
|priority=Melee Low
|ex=90
|effect=Chase, Minor Speed Boost
|cp=30 (15)
}}
}}


{{ProConTable
''[Close] Slash with two swords. Minor Speed Boost effect.'' Speed Boost increases running speed by 8% with each equipped Blade Crash.


|pros=
Swing Blazefire Saber twice to knock them into the air, then dash through with katana to hit multiple times and slash them away. Copied from Lightning and Vaan.


|cons=
One of Bartz's slower moves, the advantage that this move brings is that, just like Lightning's version, it moves Bartz slightly forward whenever he does it, making it good to catch opponents whiffing a move in range. However, this slowness also means that you need to think before throwing out this move, as it is easily blockable and punishable. The EX Force generation is good, but it is your choice to run either Blade Crash or Hazard Raid.


|-|Reel Impulse=
{{AbilityInfo
|damage=7, 7, 3 x 3, 4, 16 (43)
|startup=47
|type=Physical
|priority=Ranged High (Axe), Melee Low (Dagger)
|ex=27
|effect=Wall Rush, EX Intake Range +1m
|cp=35 (15)
}}
}}


== Overview ==
''[Long] Throw axe forwards. EX Intake range +1m.''


Cecil Harvey is a close / mid-range character who functions with two different movesets - Dark Knight and Paladin. Due to the risky nature of changing jobs and their distinct strengths, it is often recommended to focus on one job over the other. Cecil can whiff punish effectively from a variety of angles, has decent assist synergy and bravery damage output.  
Throw an axe that rebounds to pull the opponent closer, then leap and slash with twin swords multiple times and knock them away. Copied from Firion and Zidane.


However he struggles to generate assist meter on whiff due to long start-ups, animation length and late cancel opportunities. EX generation is good for Paladin, but weaker in Dark Knight. With less than ideal speed and tracking, limited effective angles, difficulties staying safe and keeping up in meter economy, Cecil often takes relatively high risks for a lower return.
Although very slow, the axe throw has the longest range of all of Bartz's grounded attacks, making it viable for punishes in long range. In addition to that, it has high priority, meaning it cannot be guarded with normal blocks and must be dodged, allowing Bartz to get an assist dodge punish if the opponent didn't perfect dodge the axe.  


His arguably safer repertoire is restricted to ground (Dark Knight), which also does not often force his opponents to play into his strengths.
Another advantage this move offers is its additional effect, which increases the EX Intake Range by 1 meter. This additional effect is stackable, so that you can equip two Reel Impulses to get +2m EX Intake Range, which is almost equal to equipping a Heaven's Cloud. An EX build could forgo equipping both Blade Crash and Hazard Raid and just equip another Reel Impulse to strengthen Bartz's EX Game.


Cecil has been primarily a bottom tier character, with some hope for low tier status. Temper your expectations and you may discover a fun character for yourself.
Despite these advantages, you rarely want to throw this move, as the recovery of this move is extremely long, making it easily punishable by a variety of ways. After throwing the axe, Bartz is vulnerable to assist punishes as well, so one should only throw this move out when Bartz has at least one bar of assist gauge.  


Build styles:
The EX Intake Effect is useless on a Side by Side Build, but an SBS Bartz would still rather prefer running Reel Impulse due to the advantages stated above that none of his other grounded moves can offer.
* Side by Side (Dark Knight)
* EX (Paladin)


== Bravery Attacks ==
With the help of landing lag, connecting Reel Impulse at point blank range lets Bartz dodge cancel into Blade Crash bravery for a solo combo.


=== Ground (Dark Knight) ===
|-|Hazard Raid=
<tabber>
|-|Valiant Blow=
{{AbilityInfo
{{AbilityInfo
|damage=10, 10, 20 (40)
|damage=3 x 4, 5, 8, 10 (35)
|startup=15F
|startup=27
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee low
|ex=30
|ex=90
|effect=Wall rush
|effect=Chase, Chase bravery damage +10 %
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Close] Jab foe with blade. Can send foe flying.''


|-|Dark Cannon=
''[Mid] Charge and pummel foe. Chase bravery damage +10 %.''
{{AbilityInfo
 
|damage=1 x 4, 2 x 4, 3 (15)
Charge forward impaling the opponent with Buster Sword, then punch them three times to launch them into the air. Copied from Cloud and Tifa.
|startup=41F
 
|type=Magical
A really good distance closer thanks to the first part of Cloud's Climhazzard. However, the same problems that Climhazzard has also applies to this move, with it arguabily being worse than it, since instead of the Wall Rush Climhazzard has, the second and the third part of this move is replaced by Tifa's Beat Rush, which leads into Chase. Due to this, it doesn't offer much advantage in SBS Builds that Reel Impluse cannot provide.  
|priority=Ranged Low (forward), Ranged Mid (backward)
|ex=each 3
|effect=Block (Ranged Low)
|cp=20 (10)
}}
''[Long] Draw foe with projectile. Good start for other combos.''


|-|Shadow Lance=
An EX Build can try to utilise this move to take advantage of it's EX Force Generation, but since it's a slow grounded BRV Attack, it will be rarely utilized, while the side effect of it doesn't provide much benefit to it. You can safely ignore this move in most EX Builds, or you can choose between Hazard Raid and Blade Crash in SBS Builds.
{{AbilityInfo
|damage=8, 7 x 6 (50)
|startup=35F
|type=Physical
|priority=Melee High (close), Ranged Low (far)
|ex=~20
|effect=Wall rush
|cp=20 (10)
}}
''[Mid] Throw weapon. Major damage if lands near opponent.''


</tabber>


=== Ground (Paladin) ===
|-|Solid Ascension=
<tabber>
|-|Slash=
{{AbilityInfo
{{AbilityInfo
|damage=10, 10 (20)
|damage=4, 5, 6, 7, 5, 7, 16 (50)
|startup=23F
|startup=13
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=90
|ex=96
|effect=Chase
|effect=Chase, Wall Rush, Minor Physical Shield
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Close] Hit foe upwards. Slow, but very accurate strike.''


|-|Lightning Rise=
''[Close] Repeated slashes. Minor Physical Shield effect.'' The shield effect activates at near death for a 10 % boost with each equipped Solid Ascension.
{{AbilityInfo
 
|damage=3, 3, 5, 4, 4, 11 (30)
Slash the opponent four times from close-range with four quick slashes, then perform a sword combo to knock them into the air. Copied from Squall and the Warrior of Light.
|startup=43F
|type=Physical
|priority=Melee Mid (first half), Melee Low (second half)
|ex=90
|effect=Chase, Block (Ranged Low)
|cp=20 (10)
}}
''[Mid] Charge, then leap. Good start for midair attacks.''


Contrary to what the description says in the game, it is ''not'' a good start for midair attacks. The slow startup time makes it impractical against vigilant players and chase limits viable assist combo conversions.
His best grounded BRV Move. The start up is extremely quick, and can punish slower moves in range quite easily. It also deals the best damage on the ground with generating almost 1/10th of a Full EX Bar. It's quick start up also allows Bartz to build up assist quickly on the ground, which means that he can reliably get at least one assist bar to keep him safe from assist punishes or use an assist himself.


|-|Dark Step=
One glaring disadvantage of this move is that it has very poor range. Bartz must be very close to standing next to his opponent to make the move connect. In addition to that, it also suffers from poor vertical range, making it a very poor choice to punish air approaches or any whiffed attack in the air.
{{AbilityInfo
|damage=5, 10, 1 x 2, 10 (27)
|startup=23F
|type=Physical
|priority=Melee Low
|ex=90
|effect=Chase, job change
|cp=20 (10)
}}
''[Close] Change job to Dark Knight during combo.''


Despite the disadvantages, it is a very good move that does all of the important things (Being fast, dealing great damage, generating great EX Force) at the cost of poor range, which can be mitigated by his great anti-air HP attacks.
</tabber>
</tabber>


=== Aerial (Dark Knight) ===
=== Aerial ===
<tabber>
<tabber>
|-|Gravity Ball=
|-|Holy=
{{AbilityInfo
{{AbilityInfo
|damage=7, 2 x 4 (15)
|damage=each (8)
|startup=37F
|startup=37
|type=Magical
|type=Magical
|priority=Ranged Low
|priority=Ranged Low
|ex=0
|ex=0
|effect=Wall Rush
|effect=Chase, Minor Jump Booost
|cp=20 (10)
|cp=30 (15)
}}
}}
''[Mid] Fire off gravity ball. Good start for ground attacks.''


|-|Nightfall=
''[Long] Emit light projectiles. Minor Jump Boost effect.''
{{AbilityInfo
 
|damage=1 each, 24 (25+)
Conjure five balls of light that home in on the opponent. Copied from Terra.
|startup=37F
 
|type=Physical
Almost an iconic move for Bartz, his de facto zoning tool. If it doesn't work, it's the most useless tool Bartz can have. When it works however, it is one of the best moves he has. The orbs track down the opponent for some good distance, and is effective if the opponent is way below or way above you. Each orb also has solid base damage, so if all 5 orbs connect with the opponent it will deal solid damage. The range also allows for long distance punishes, although rare since the orbs don't travel fast enough for some punishes. It also punishes over dodging in the air, and poor dodges on the ground if the opponent forgoes blocking. Even while blocking, one must block each individual orb, allowing a misblock to be deadly. These advantages come in handy, as it can link into Flare, which is a good move in its own right.
|priority=Melee Low (falling), Ranged Mid (landing)
 
|ex=60+
One major positive of this move is that it is susceptible to the [[Link Glitch]]. What it means for Holy is that you can use Holy at a distance and then use another set of Holy before the first set hits the opponent. The first set of Holy won't disappear when you use Holy again, and if the first set hits the opponent, it will count as the second set of Holy hitting the opponent, allowing Bartz to link it into Flare. This glitch makes his confirms much easier and allows Bartz to deal much more damage than he is normally supposed to.
|effect=Chase
|cp=20 (10)
}}
''[Close] High-speed dive. Useful for quick descents.''


|-|Paladin Arts=
Unfortunately, despite all of these advantages, the disadvantages this move provides almost equals out, making it just an average move. It is easily deflected by the opponent Free Air Dashing at Bartz. In the previous game, this wasn't that much of a problem, since everyone ran Omni Air Dash. However, Free Air Dashing shuts down Holy spamming without much effort. This wouldn't be as bad if for the fact that the orbs don't disappear on hitting the opponent, allowing them to hit you even if you have connected an attack. This messes up most of Bartz's attacks, since they don't cover his vertical hurtbox. In addition to that, the orbs also have longer hitstun than most projectiles, making it easy for an opponent to capitalize off of a reflected Holy. The start up of this move is also extremely long, allowing the opponent to punish the move easily even before it goes off. It is also susceptible to getting Assist punished, meaning that it shouldn't be spammed if the opponent has one bar of assist gauge filled up.
{{AbilityInfo
|damage=7, 2 x 4, 3 x 5 (30)
|startup=37F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=Job change
|cp=20 (10)
}}
''[Mid] Change job to Paladin during combo.''


</tabber>
With these advantages and disadvantages, Holy is in the middle of the road for how unreliable it is. If it works, it brings your damage, punishes and HP hits in quite easily. If it doesn't work, you will wonder why you even decided on using the move.


=== Aerial (Paladin) ===
|-|Rush Impact=
<tabber>
|-|Radiant Wings=
{{AbilityInfo
{{AbilityInfo
|damage=3, 3, 7, 6, 6, 6, 9 (40)
|damage=6, 8, 16 (30)
|startup=19F
|startup=19
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=30
|ex=30
|effect=Wall rush
|effect=Wall Rush, Jump Times Boost
|cp=20 (10)
|cp=30 (15)
}}
}}


|-|Sacred Cross=
''[Close] Wield spear and sword. Jump Times Boost effect.''
 
Swing Kain's lance to hit the opponent twice, then swing Blazefire Saber to slam them down. Copied from Kain and Lightning.
 
Unfortunately slower than most air pokes, it is almost as slow as Cloud's Slashing Blow, which is a big deal when considering Rush Impact is Bartz's fastest move in the air. It has some range and it is easily comboable to an assist, but it is also predictable and not that good at approaching or whiffing. Not much to say about this move, since you have to run this move, but not having a better faster option than this move makes Bartz's air game miserable, as a dodge cancel window is not available very early.
 
|-|Slide Shooter=
{{AbilityInfo
{{AbilityInfo
|damage=3 x 5, 5, 10 (30)
|damage=1 x 6, 5, 6, 3, 3, 5, 12 (40)
|startup=21F
|startup=25
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=90
|ex=30
|effect=Chase
|effect=Wall Rush, Wall Rush Bravery damage +30 %
|cp=20 (10)
|cp=30 (15)
}}
}}


''[Mid] Charge repeatedly. Wall rush bravery damage +10 %.'' The 10 % damage boost is a ''typo'' in the North American version of the game.


|-|Searchlight=
Slide through the opponent twice, then hit them multiple times with Kain's lance and knock them upwards. Copied from Tidus and Kain.
{{AbilityInfo
 
|damage=3 x 5 (15)
A gap closer and a supplementary assist generation tool. The generous input windows and hit stun make it fairly easy to confirm an assist combo, even without a wall rush at the ceiling. If the player has set this move to a neutral+circle input, they can attempt to utilise [[Lock Off]] to generate assist meter safely for a bit longer.
|startup=95F
 
|type=Magical
Much like Tidus' Full Slide, Bartz can take advantage of the slowdown that occurs during an assist call to greatly increase Slide Shooter's vertical tracking. This utility is primarily applied in punish situations or other confrontations where the Bartz player is confident in their approach.
|priority=Ranged Low
 
|ex=0
Unfortunately the assist synergy for this strategy is similiarly restricted as it is with Tidus. Kuja and Jecht are more commonly used with Bartz for their fast start-up (assist follow-ups) and damage potential (Holy -> Flare setups), but this particular strategy relies on [[Assist#Aerith_Gainsborough|Aerith]] assist. Losing out on early conversions from Bartz's other aerial moves can hurt and ground-oriented playstyles may suffer even more. Please take that into consideration before relying on this.
|effect=-
|cp=20 (10)
}}
</tabber>
</tabber>


== HP Attacks ==
== HP Attacks ==
=== Ground ===
=== Ground ===
<tabber>
<tabber>
|-|Soul Eater=
|-|Hellfire=
{{AbilityInfo
{{AbilityInfo
|damage=4, 2 x 5, 6 (20)
|damage=10 (10)
|startup=39F
|startup=39
|type=Physical
|type=Physical
|priority=Melee High
|priority=Melee (Claw) / Ranged High (Pillars)
|ex=30
|ex=60~150
|effect=Wall rush
|effect=Wall
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Stab fore and devour his soul. Limited height, quick strike.''
 
''[Close] Summon Ifrit. Assist Gauge time +10 %.''
 
Summon Ifrit to attack with pillars of fire. EX generation increases if more flame pillars hit.


|-|Dark Flame=
|-|Dark Flame=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=-
|startup=53F
|startup=53
|type=-
|type=-
|priority=Ranged High
|priority=Ranged High
|ex=0
|ex=0
|effect=Wall rush
|effect=Wall Rush, Minor Ground Evasion Boost
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Summon dark fire. Slow speed, strong homing.''


|-|Shadow Bringer=
''[Long] Summon dark fire. Minor Ground Evasion Boost.''
{{AbilityInfo
|damage=10, 10 (20)
|startup=13F
|type=Physical
|priority=Melee High
|ex=30
|effect=Wall rush, Dark Knight BRV damage +3%, Paladin BRV damage -3%
|cp=30 (15)
}}
''[Ultra-close] Dark sword slash. Dark Knight BRV damage +3%, Paladin BRV damage -3%.''


Equipping Shadow Bringer will lock you out equipping the aerial Luminous Shard HP for the Paladin job.
Stab the ground to summon bursts of black fire. Tracks the opponent into the air and through walls.
</tabber>
</tabber>


=== Aerial ===
=== Aerial ===
<tabber>
<tabber>
|-|Saint's Fall=
|-|Ragnarok Blade=
{{AbilityInfo
{{AbilityInfo
|damage=1 x 3, 2, 1 x 2, 3 (10)
|damage=-
|startup=53F
|startup=45
|type=Physical
|type=-
|priority=Melee High
|priority=Melee High
|ex=30
|ex=0
|effect=Wall rush
|effect=Wall Rush, Wall Rush HP damage +5%
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Focus light and charge. From afar, good vs. any height.''


|-|Paladin Force=
''[Mid] Choop with energy blade. Wall rushh HP damage +5%.
{{AbilityInfo
 
|damage=2 x 5, 5 (15)
Create a long-range beam of energy and slice it like a sword.
|startup=43F
|type=Both
|priority=Ranged High (first hit), Melee High (other hits)
|ex=30
|effect=Wall rush
|cp=30 (15)
}}
''[Close] Holy sword magic. Effective against any height.''


|-|Luminous Shard=
|-|Luminous Shard=
{{AbilityInfo
{{AbilityInfo
|damage=-
|damage=-
|startup=63F
|startup=61
|type=-
|type=-
|priority=Ranged High
|priority=Ranged High
|ex=60
|ex=60
|effect=Paladin BRV damage +3%, Dark Knight BRV damage -3%
|effect=Minor Midair Evasion Boost
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Shoot light projectiles. Paladin BRV damage +3%. Dark Knight BRV damage -3%.''


Equipping Luminous Shard will lock you out equipping the grounded Shadow Bringer HP for the Dark Knight job.
''[Long] Shoot light projectiles. Minor Midair Evasion Boost.''
 
Quickly swing sword to send a blade of light energy towards the opponent.
 


|-|Flare=
{{AbilityInfo
|damage=1 x 12 (12)
|startup=?
|type=Magical
|priority=Unblockable (?)
|ex=96
|effect=Minor Magic Shield
|cp=30 (15)
}}
''Branching from Holy. Minor Magic Shield effect.''
An HP link. Summon three beams of fire that converge to trap the opponent and then explode.
</tabber>
</tabber>


== EX Mode: Job Augment! ==
== EX Mode: Job Mastered! ==
 
Effects:
Effects:
* Regen
* Regen
* Critical Boost
* Critical Boost
* Proteus
* Goblin Punch
* Inner Strength


=== Proteus ===
Bartz's EX mode is a generic EX Mode, with the added benefit of granting him the HP Move Goblin Punch.


''[Activate with R + Square] Bridles light and darkness to instantly change jobs without attacking.''
=== Goblin Punch ===
{{AbilityInfo
|damage=(same LV) 8 x 5 (40)
|startup=15
|type=Magical
|priority=Unblockable
|ex=75
|effect=Wall Rush
|cp=-
}}


=== Inner Strength ===
''[Activate with R + Square] Attack bravery, then perform an HP attack. If you are the same level as the foe, your power massively increases.''


''[Always active while in EX Mode] Each is 1.5 times as powerful.''
Goblin Punch is an incredible melee move that has a very quick start up, while dealing solid damage if the target is the same level as Bartz. However, this move also has poor range, so one should be careful before throwing it out, unless they want to get punished.
 
=== EX Burst: Soul Shift ===
 
''A chain of attacks combining the power of light and darkness. Enter the commands that appear on both sides of the screen at the same time.''


=== EX Burst: Master Mime ===
{{burst
{{burst
 
|damage1=3x4, 8 (20
|damage1=6, 9 (15, DK)
|damage2=6, 8, 11, 4, 9, 10, 7, 5, 20
 
|type=Physical
|damage2=15 (PA), 25 (DK), 7 x 2 (DK), 30 (PA) (99 total)
 
|type=Both
 
}}
}}


== About the Job System ==
''Adds the strength of his allies to his own job abilities for a series of masterful blows. Up, down, left, right - each directional button corresponds to 1 hit.''
Cecil has two jobs, but only has access to one of them at a time. To change jobs, either use Paladin Arts or Dark Step braveries, or grounded HP attack to access Dark Knight or aerial HP to access Paladin.


Jobs can be changed freely outside of attack animations during EX mode by pressing R+Square. This means Cecil often makes himself vulnerable in order to change movesets, making this adjustment rather risky for Cecil. Not only that, equipping Shadow Bringer or Luminous Shard HP attack locks Cecil out of equipping the other HP, further incentivising into dedicated Dark Knight or Paladin play.
== Builds ==
Builds here.


Cecil ALWAYS starts a fight in Dark Knight form, meaning Paladin-focused players will have to perform an HP attack as soon as the match starts, or bide their time in Dark Knight form until they have an opportunity to change forms without being punished.
== Builds ==
<tabber>
<tabber>
|-|Side by Side (Dark Knight)=
|-|Build #1=
{{Build
{{Build
|hp=9883
|hp=
|cp=450
|cp=
|brv=1623
|brv=
|atk=176
|atk=
|def=182
|def=
|luk=61
|luk=
|booster=x3.5
|booster=
|setbonus=None
|setbonus=
|ast=Jecht / Sephiroth / Yuna
|ast=
|wpn=Piggy's Stick
|wpn=
|hand=Chainsaw
|hand=
|head=Thornlet
|head=
|armor=Maximillian
|armor=
|acc1={{accbas}} Sniper Eye
|acc1=
|acc2={{accbas}} Dismay Shock
|acc2=
|acc3={{accbas}} Battle Hammer
|acc3=
|acc4={{accboo}} Empty EX Gauge
|acc4=
|acc5={{accboo}} Summon Unused
|acc5=
|acc6={{accboo}} Pre-EX Mode
|acc6=
|acc7={{accboo}}  Pre-EX Revenge
|acc7=
|acc8={{accsp}} Blue Gem
|acc8=
|acc9={{accsp}} Miracle Shoes
|acc9=
|acc10={{accsp}} Side by Side
|acc10=
|summon=Rubicante
|summon=
}}
}}
Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] with Equip Machines and Bard's Gear.


Blue Gem and Miracle Shoes can be substituted with Together as One, Hero's Seal or Back-Breaking Straw (to offset Thornlet penalties).
|-|Build #2=
 
Boosters "Grounded" and "BRV = 0" can enhance HP wall rush damage with a higher multiplier at the cost of lower base bravery.
 
|-|Hybrid (Paladin)=
{{Build
{{Build
|hp=10299
|hp=
|cp=450
|cp=
|brv=956 (1147 with First to Victory)
|brv=
|atk=178
|atk=
|def=183
|def=
|luk=60
|luk=
|booster=x3.0
|booster=
|setbonus=Judgment of Lufenia
|setbonus=
|ast=Kuja / Aerith
|ast=
|wpn=Cleaver
|wpn=
|hand=Lufenian Shield
|hand=
|head=Lufenian Helm
|head=
|armor=Lufenian Armor
|armor=
|acc1={{accbas}} Hyper Ring
|acc1=
|acc2={{accbas}} Muscle Belt
|acc2=
|acc3={{accbas}} Dismay Shock
|acc3=
|acc4={{accboo}} Summon Unused
|acc4=
|acc5={{accboo}} Pre-EX Mode
|acc5=
|acc6={{accboo}} Pre-EX Revenge
|acc6=
|acc7={{accboo}} Opponent Summon Unused
|acc7=
|acc8={{accsp}} White Gem
|acc8=
|acc9={{accsp}} Tenacious Attacker
|acc9=
|acc10={{accsp}} First to Victory
|acc10=
|summon=Rubicante
|summon=
}}
}}
Use the [[CP_Glitch_(Dissidia_012)|CP glitch]] with Ranger's Gear.


"Muscle Belt" basic accessory and "Opponent Summon Unused" booster can be substituted with what the player wants more.
</tabber>


Tenacious Attacker is not essential if Aerith assist is used. Hero's Essence can be used for additional Extra Abilities (critical hit rate). Winged Boots is good for banish trap stages.
== Assist ==
</tabber>


== Assists ==
Bartz's assist data.
Cecil's assist data


{{012Assist
{{012Assist
|type1=BRV
|type1=BRV
|attack1=Shadow Lance
|attack1=Blade Crash
|startup1=35F
|startup1=23F
|position1=Ground
|position1=Ground
|spawn1=Opponent
|spawn1=Opponent
|damage1=8, 7 x 6 (up to 50)
|damage1=8, 7, 6, 1 x 4, 15 (40)
|effect1=Wall Rush
|effect1=Chase
|type2=BRV
|type2=BRV
|attack2=Radiant Wings
|attack2=Slide Shooter
|startup2=19F
|startup2=25F
|position2=Air
|position2=Air
|spawn2=Opponent
|spawn2=Opponent
|damage2=3, 3, 7, 6, 6, 9
|damage2=1x6, 5, 6, 3, 3, 5, 12 (40)
|effect2=Wall Rush
|effect2=Wall Rush
|type3=HP
|type3=HP
|attack3=Soul Eater
|attack3=Dark Flame
|startup3=39F
|startup3=53F
|position3=Ground
|position3=Ground
|spawn3=Opponent
|spawn3=Player
|damage3=4, 2 x 5, 6 (20)
|damage3=-
|effect3=Wall Rush
|effect3=Wall Rush
|type4=HP
|type4=HP
|attack4=Saint's Fall
|attack4=Ragnarok Blade
|startup4=53F
|startup4=45F
|position4=Air
|position4=Air
|spawn4=Opponent
|spawn4=Opponent
|damage4=1 x 3, 2, 1 x 2, 3 (10)
|damage4=-
|effect4=Wall Rush
|effect4=Wall Rush
}}
}}


=== Dark Knight Assists ===
Bartz works well with most tournament viable assists.
<tabber>
|-|Jecht=
Fast whiff punishes, converts off of Cecil's key moves and wall rush, sets up solo combos and lets him transition into Dark Knight from Paladin on hit as part of a combo.
 
|-|Sephiroth=
Whiff punishes and more notably, easy knockback cancels. With assist meter, Cecil won't have to rely on wall rushes for assist conversions.
 
|-|Yuna=
Ranged Low priority that isn't staggered by LV2 Assist Change, converts off of key moves, wall rush and often works within Cecil's effective range in smaller stages.
</tabber>
 
=== Paladin Assists ===
<tabber>
|-|Aerith=
Lets Cecil combo Sacred Cross into an HP by initiating a chase at the cost of no EX depletion on hit. As such, can set up solo combos anywhere. Combos safely into Luminous Shard without being staggered by LV2 Assist Change.
 
|-|Tidus=
Fastest whiff punisher in the air with less air combo potential, but ground assist can wall rush on the ground for extended solo combos.
 
|-|Yuna=
Air conversions have restrictions, but doesn't stagger from LV2 Assist Change. Works well when playing near the ground.
 
</tabber>

Revision as of 10:25, 20 February 2024

ddff-icon-bartz.png

Info
Name Bartz Klauser
Original game Final Fantasy V
Weapon All
Armor All
Base ATK (LV100) 110 (Average)
Base DEF (LV100) 111 (Average)
Run Speed 6 (Average / Good)
Dash Speed 77F (Average / Good)
Fall Speed 89F (Below Average)
Fall Speed Ratio After Dodge 39F (Average)
Exclusive weapons Chocoblade, Dayspring, Dorgann's Blade

Overview

Bartz Klauser is the carefree protagonist of Final Fantasy V. In Dissidia 012, he is representing the Mime Class from his original game. This is evident in the fact that is moveset is borrowed from other Warriors of Cosmos.

Strengths Weaknesses
  • Solid ground game, with fast pokes and HPs that can cover good space above him
  • Can utilize the boosts gained from his copied moves to run creative builds
  • Aerial game, while average on it's own, is often outclassed by many other characters
  • Lackluster pokes. Slow, punishable air pokes makes it more difficult to generate assist meter safely
  • Weak zoning. Holy, while deals heavy damage alongside a great BRV to HP Link, can easily backfire due to it's Ranged Low priority
  • Weak EX Force Generation

Moveset Data

info here

Bravery Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
8, 7, 6, 1 x 4, 15 (40) 23 Physical Melee Low 90 Chase, Minor Speed Boost 30 (15)

[Close] Slash with two swords. Minor Speed Boost effect. Speed Boost increases running speed by 8% with each equipped Blade Crash.

Swing Blazefire Saber twice to knock them into the air, then dash through with katana to hit multiple times and slash them away. Copied from Lightning and Vaan.

One of Bartz's slower moves, the advantage that this move brings is that, just like Lightning's version, it moves Bartz slightly forward whenever he does it, making it good to catch opponents whiffing a move in range. However, this slowness also means that you need to think before throwing out this move, as it is easily blockable and punishable. The EX Force generation is good, but it is your choice to run either Blade Crash or Hazard Raid.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
7, 7, 3 x 3, 4, 16 (43) 47 Physical Ranged High (Axe), Melee Low (Dagger) 27 Wall Rush, EX Intake Range +1m 35 (15)

[Long] Throw axe forwards. EX Intake range +1m.

Throw an axe that rebounds to pull the opponent closer, then leap and slash with twin swords multiple times and knock them away. Copied from Firion and Zidane.

Although very slow, the axe throw has the longest range of all of Bartz's grounded attacks, making it viable for punishes in long range. In addition to that, it has high priority, meaning it cannot be guarded with normal blocks and must be dodged, allowing Bartz to get an assist dodge punish if the opponent didn't perfect dodge the axe.

Another advantage this move offers is its additional effect, which increases the EX Intake Range by 1 meter. This additional effect is stackable, so that you can equip two Reel Impulses to get +2m EX Intake Range, which is almost equal to equipping a Heaven's Cloud. An EX build could forgo equipping both Blade Crash and Hazard Raid and just equip another Reel Impulse to strengthen Bartz's EX Game.

Despite these advantages, you rarely want to throw this move, as the recovery of this move is extremely long, making it easily punishable by a variety of ways. After throwing the axe, Bartz is vulnerable to assist punishes as well, so one should only throw this move out when Bartz has at least one bar of assist gauge.

The EX Intake Effect is useless on a Side by Side Build, but an SBS Bartz would still rather prefer running Reel Impulse due to the advantages stated above that none of his other grounded moves can offer.

With the help of landing lag, connecting Reel Impulse at point blank range lets Bartz dodge cancel into Blade Crash bravery for a solo combo.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
3 x 4, 5, 8, 10 (35) 27 Physical Melee low 90 Chase, Chase bravery damage +10 % 30 (15)

[Mid] Charge and pummel foe. Chase bravery damage +10 %.

Charge forward impaling the opponent with Buster Sword, then punch them three times to launch them into the air. Copied from Cloud and Tifa.

A really good distance closer thanks to the first part of Cloud's Climhazzard. However, the same problems that Climhazzard has also applies to this move, with it arguabily being worse than it, since instead of the Wall Rush Climhazzard has, the second and the third part of this move is replaced by Tifa's Beat Rush, which leads into Chase. Due to this, it doesn't offer much advantage in SBS Builds that Reel Impluse cannot provide.

An EX Build can try to utilise this move to take advantage of it's EX Force Generation, but since it's a slow grounded BRV Attack, it will be rarely utilized, while the side effect of it doesn't provide much benefit to it. You can safely ignore this move in most EX Builds, or you can choose between Hazard Raid and Blade Crash in SBS Builds.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
4, 5, 6, 7, 5, 7, 16 (50) 13 Physical Melee Low 96 Chase, Wall Rush, Minor Physical Shield 30 (15)

[Close] Repeated slashes. Minor Physical Shield effect. The shield effect activates at near death for a 10 % boost with each equipped Solid Ascension.

Slash the opponent four times from close-range with four quick slashes, then perform a sword combo to knock them into the air. Copied from Squall and the Warrior of Light.

His best grounded BRV Move. The start up is extremely quick, and can punish slower moves in range quite easily. It also deals the best damage on the ground with generating almost 1/10th of a Full EX Bar. It's quick start up also allows Bartz to build up assist quickly on the ground, which means that he can reliably get at least one assist bar to keep him safe from assist punishes or use an assist himself.

One glaring disadvantage of this move is that it has very poor range. Bartz must be very close to standing next to his opponent to make the move connect. In addition to that, it also suffers from poor vertical range, making it a very poor choice to punish air approaches or any whiffed attack in the air.

Despite the disadvantages, it is a very good move that does all of the important things (Being fast, dealing great damage, generating great EX Force) at the cost of poor range, which can be mitigated by his great anti-air HP attacks.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (8) 37 Magical Ranged Low 0 Chase, Minor Jump Booost 30 (15)

[Long] Emit light projectiles. Minor Jump Boost effect.

Conjure five balls of light that home in on the opponent. Copied from Terra.

Almost an iconic move for Bartz, his de facto zoning tool. If it doesn't work, it's the most useless tool Bartz can have. When it works however, it is one of the best moves he has. The orbs track down the opponent for some good distance, and is effective if the opponent is way below or way above you. Each orb also has solid base damage, so if all 5 orbs connect with the opponent it will deal solid damage. The range also allows for long distance punishes, although rare since the orbs don't travel fast enough for some punishes. It also punishes over dodging in the air, and poor dodges on the ground if the opponent forgoes blocking. Even while blocking, one must block each individual orb, allowing a misblock to be deadly. These advantages come in handy, as it can link into Flare, which is a good move in its own right.

One major positive of this move is that it is susceptible to the Link Glitch. What it means for Holy is that you can use Holy at a distance and then use another set of Holy before the first set hits the opponent. The first set of Holy won't disappear when you use Holy again, and if the first set hits the opponent, it will count as the second set of Holy hitting the opponent, allowing Bartz to link it into Flare. This glitch makes his confirms much easier and allows Bartz to deal much more damage than he is normally supposed to.

Unfortunately, despite all of these advantages, the disadvantages this move provides almost equals out, making it just an average move. It is easily deflected by the opponent Free Air Dashing at Bartz. In the previous game, this wasn't that much of a problem, since everyone ran Omni Air Dash. However, Free Air Dashing shuts down Holy spamming without much effort. This wouldn't be as bad if for the fact that the orbs don't disappear on hitting the opponent, allowing them to hit you even if you have connected an attack. This messes up most of Bartz's attacks, since they don't cover his vertical hurtbox. In addition to that, the orbs also have longer hitstun than most projectiles, making it easy for an opponent to capitalize off of a reflected Holy. The start up of this move is also extremely long, allowing the opponent to punish the move easily even before it goes off. It is also susceptible to getting Assist punished, meaning that it shouldn't be spammed if the opponent has one bar of assist gauge filled up.

With these advantages and disadvantages, Holy is in the middle of the road for how unreliable it is. If it works, it brings your damage, punishes and HP hits in quite easily. If it doesn't work, you will wonder why you even decided on using the move.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
6, 8, 16 (30) 19 Physical Melee Low 30 Wall Rush, Jump Times Boost 30 (15)

[Close] Wield spear and sword. Jump Times Boost effect.

Swing Kain's lance to hit the opponent twice, then swing Blazefire Saber to slam them down. Copied from Kain and Lightning.

Unfortunately slower than most air pokes, it is almost as slow as Cloud's Slashing Blow, which is a big deal when considering Rush Impact is Bartz's fastest move in the air. It has some range and it is easily comboable to an assist, but it is also predictable and not that good at approaching or whiffing. Not much to say about this move, since you have to run this move, but not having a better faster option than this move makes Bartz's air game miserable, as a dodge cancel window is not available very early.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 6, 5, 6, 3, 3, 5, 12 (40) 25 Physical Melee Low 30 Wall Rush, Wall Rush Bravery damage +30 % 30 (15)

[Mid] Charge repeatedly. Wall rush bravery damage +10 %. The 10 % damage boost is a typo in the North American version of the game.

Slide through the opponent twice, then hit them multiple times with Kain's lance and knock them upwards. Copied from Tidus and Kain.

A gap closer and a supplementary assist generation tool. The generous input windows and hit stun make it fairly easy to confirm an assist combo, even without a wall rush at the ceiling. If the player has set this move to a neutral+circle input, they can attempt to utilise Lock Off to generate assist meter safely for a bit longer.

Much like Tidus' Full Slide, Bartz can take advantage of the slowdown that occurs during an assist call to greatly increase Slide Shooter's vertical tracking. This utility is primarily applied in punish situations or other confrontations where the Bartz player is confident in their approach.

Unfortunately the assist synergy for this strategy is similiarly restricted as it is with Tidus. Kuja and Jecht are more commonly used with Bartz for their fast start-up (assist follow-ups) and damage potential (Holy -> Flare setups), but this particular strategy relies on Aerith assist. Losing out on early conversions from Bartz's other aerial moves can hurt and ground-oriented playstyles may suffer even more. Please take that into consideration before relying on this.

HP Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10 (10) 39 Physical Melee (Claw) / Ranged High (Pillars) 60~150 Wall 30 (15)

[Close] Summon Ifrit. Assist Gauge time +10 %.

Summon Ifrit to attack with pillars of fire. EX generation increases if more flame pillars hit.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 53 - Ranged High 0 Wall Rush, Minor Ground Evasion Boost 30 (15)

[Long] Summon dark fire. Minor Ground Evasion Boost.

Stab the ground to summon bursts of black fire. Tracks the opponent into the air and through walls.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 45 - Melee High 0 Wall Rush, Wall Rush HP damage +5% 30 (15)

[Mid] Choop with energy blade. Wall rushh HP damage +5%.

Create a long-range beam of energy and slice it like a sword.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 61 - Ranged High 60 Minor Midair Evasion Boost 30 (15)

[Long] Shoot light projectiles. Minor Midair Evasion Boost.

Quickly swing sword to send a blade of light energy towards the opponent.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 12 (12) ? Magical Unblockable (?) 96 Minor Magic Shield 30 (15)

Branching from Holy. Minor Magic Shield effect.

An HP link. Summon three beams of fire that converge to trap the opponent and then explode.

EX Mode: Job Mastered!

Effects:

  • Regen
  • Critical Boost
  • Goblin Punch

Bartz's EX mode is a generic EX Mode, with the added benefit of granting him the HP Move Goblin Punch.

Goblin Punch

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
(same LV) 8 x 5 (40) 15 Magical Unblockable 75 Wall Rush -

[Activate with R + Square] Attack bravery, then perform an HP attack. If you are the same level as the foe, your power massively increases.

Goblin Punch is an incredible melee move that has a very quick start up, while dealing solid damage if the target is the same level as Bartz. However, this move also has poor range, so one should be careful before throwing it out, unless they want to get punished.

EX Burst: Master Mime

Damage multiplier (initial) Damage multiplier (rest) Type
3x4, 8 (20 6, 8, 11, 4, 9, 10, 7, 5, 20 Physical

Adds the strength of his allies to his own job abilities for a series of masterful blows. Up, down, left, right - each directional button corresponds to 1 hit.

Builds

Builds here.

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon
Hand
Head
Armor
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon
Hand
Head
Armor
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon

Assist

Bartz's assist data.

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Blade Crash 23F Ground Opponent 8, 7, 6, 1 x 4, 15 (40) Chase
BRV Slide Shooter 25F Air Opponent 1x6, 5, 6, 3, 3, 5, 12 (40) Wall Rush
HP Dark Flame 53F Ground Player - Wall Rush
HP Ragnarok Blade 45F Air Opponent - Wall Rush

Bartz works well with most tournament viable assists.